This post is regarding smoothing over a transition for a custom ability I made.
Basically I created a Morph ability for the immortal in which it can transition between a stationary turret mode and mobile battle strider mode.
As you may know. When you create a morphing ability you transition between 2 seperate units.
Two primary events for the unit actor are:
AbilityMorph.*.Start
-> MorphFrom (Current Unit)
-> Morphto (New Unit)
Destroy (The current unit)
AbiliitMorph.*.Start
-> MorphFrom (New Unit)
-> Morphto (Current Unit)
Create (The current Unit)
Basically these events destroys and creates the unit when this ability is activated.
The problem I am having is regarding the position the newly created unit is facing.
For example. If the immortal is facing a 45 degree angle when the transition ability is activated the newly create model (immortal is facing a 0 degree angle making the transition look choppy.
Does anyone know how to force a unit to face a specific direction when the Ability Morph ability is activated?
I am stumped at the moment. I like the idea of having the immortal having an anti-air turret mode.. however if I can't figure out how to fix the animations I may need to come up with a new active ability for it's role in my mod.
By facing, you mean the facing of the turret or the immortal itself? As you most likely know, the Immortal has its Turnable flag set to false, so it will always face the same direction, only the turret, which controls the upper half of his body, will follow its movements.
So I assume, your problem is the facing of the turret. However, does a morphing ability desparately need a second unit actor? What happens, if you just don't use the create and destroy messages? Will it keep the previous unit actor while morphing the actual unit? That would be something you could try out.
Otherwise, I am not sure, if you could somehow pass the current rotation of the turret to the morphed unit, I somewhat doubt it. We have very little control over turrets anyway, even via trigger, I wouldn't know, how to do that.
And another thought: Do you desparately need a unit morph? Enabling a different weapon and making the unit immobile should be possible by purely using behaviors as well. Footprint changes would be impossible, though.
I was thinking about the unit itself because in anti-air mode I set the turet to spin and in battle strider mode I set it to follow movement. The problem with usng behaviors is that the turrets are weird and act wonky or wont switch over.
You can do morph abilities without a different actor, just look at the Zerg units actors each unit only has one, for both moving and burrowed. All you need to do is something similar, that way you can have the 2 unit forms and have no actor facing problems.
Thanks I'll try that later however I decided to scrap the anti-air ability for the Immortal :(
The immortals role in my mod with simply be an anti-armor tank.
I just need to figure out what alternative ability I can give him that will work with:
- Singularity Charge: gradually increases damage output by 20% every 4 seconds while the unit is in constant combat. Cost 1.5 energy per second the behavior is active. Max's out @ 100% (Double the initial damage out put after 20 seconds in constant combat.)
- Nano-Regen Protocol: regenerates health while not in combat at s cost of 1 energy per point of health.
- Hardened Shielding: Remains active as long as this unit has shields. Max spell and ranged physical damage dealt to this unit per attack equals 10.
I need to come up with one more active akill/ability
Looks like your selection of defensive abilities is overwhelming his offensive play more. A simple click + boom ability should be all you really need. Passives aren't always as exciting for a player to use. Perhaps look into a charge-up targetted ability with some energy leeching.
I feel what your saying however the Immortal is more of a standard support unit. The big click boom abilities will be for the heroes and spell casters like the high templar and archon.
Also the problem with targeted abilities is the turret model. I can''t seem to figure out how to get the immortal to face the direction of the target.
Also I do not need to add a energy leeching ability since Obelisks have a transfer energy ability as well as the mothership core having energize.
To boost his offensive play I am turning him into a warp gate unit as well. The singularity charge ability will enable the immortals attack to deal splash damage in a A.O.E as well.
Singularity Charge (Ability will also be an instant)
I am browsing the forums for ideas but if you can direct me to a thread that would be awesome.
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Hello everyone,
This post is regarding smoothing over a transition for a custom ability I made.
Basically I created a Morph ability for the immortal in which it can transition between a stationary turret mode and mobile battle strider mode.
As you may know. When you create a morphing ability you transition between 2 seperate units.
Two primary events for the unit actor are:
AbilityMorph.*.Start
-> MorphFrom (Current Unit)
-> Morphto (New Unit)
Destroy (The current unit)
AbiliitMorph.*.Start
-> MorphFrom (New Unit)
-> Morphto (Current Unit)
Create (The current Unit)
Basically these events destroys and creates the unit when this ability is activated.
The problem I am having is regarding the position the newly created unit is facing.
For example. If the immortal is facing a 45 degree angle when the transition ability is activated the newly create model (immortal is facing a 0 degree angle making the transition look choppy.
Does anyone know how to force a unit to face a specific direction when the Ability Morph ability is activated?
I am stumped at the moment. I like the idea of having the immortal having an anti-air turret mode.. however if I can't figure out how to fix the animations I may need to come up with a new active ability for it's role in my mod.
By facing, you mean the facing of the turret or the immortal itself? As you most likely know, the Immortal has its Turnable flag set to false, so it will always face the same direction, only the turret, which controls the upper half of his body, will follow its movements.
So I assume, your problem is the facing of the turret. However, does a morphing ability desparately need a second unit actor? What happens, if you just don't use the create and destroy messages? Will it keep the previous unit actor while morphing the actual unit? That would be something you could try out.
Otherwise, I am not sure, if you could somehow pass the current rotation of the turret to the morphed unit, I somewhat doubt it. We have very little control over turrets anyway, even via trigger, I wouldn't know, how to do that.
And another thought: Do you desparately need a unit morph? Enabling a different weapon and making the unit immobile should be possible by purely using behaviors as well. Footprint changes would be impossible, though.
I was thinking about the unit itself because in anti-air mode I set the turet to spin and in battle strider mode I set it to follow movement. The problem with usng behaviors is that the turrets are weird and act wonky or wont switch over.
You can do morph abilities without a different actor, just look at the Zerg units actors each unit only has one, for both moving and burrowed. All you need to do is something similar, that way you can have the 2 unit forms and have no actor facing problems.
Thanks I'll try that later however I decided to scrap the anti-air ability for the Immortal :( The immortals role in my mod with simply be an anti-armor tank.
I just need to figure out what alternative ability I can give him that will work with:
- Singularity Charge: gradually increases damage output by 20% every 4 seconds while the unit is in constant combat. Cost 1.5 energy per second the behavior is active. Max's out @ 100% (Double the initial damage out put after 20 seconds in constant combat.)
- Nano-Regen Protocol: regenerates health while not in combat at s cost of 1 energy per point of health.
- Hardened Shielding: Remains active as long as this unit has shields. Max spell and ranged physical damage dealt to this unit per attack equals 10.
I need to come up with one more active akill/ability
Looks like your selection of defensive abilities is overwhelming his offensive play more. A simple click + boom ability should be all you really need. Passives aren't always as exciting for a player to use. Perhaps look into a charge-up targetted ability with some energy leeching.
I feel what your saying however the Immortal is more of a standard support unit. The big click boom abilities will be for the heroes and spell casters like the high templar and archon.
Also the problem with targeted abilities is the turret model. I can''t seem to figure out how to get the immortal to face the direction of the target.
Also I do not need to add a energy leeching ability since Obelisks have a transfer energy ability as well as the mothership core having energize.
To boost his offensive play I am turning him into a warp gate unit as well. The singularity charge ability will enable the immortals attack to deal splash damage in a A.O.E as well.
Singularity Charge (Ability will also be an instant)
I am browsing the forums for ideas but if you can direct me to a thread that would be awesome.